Classes
In order to prevent people running around with several weapons and silly amounts of ammo, we use a class-based system to restrict what you can carry with you in the field. The idea is you pick a class you want to run and tailor your loadout to that class. You can usually change class at any time during a scenario by simply returning to a fixed position in the game area (usually an HQ or respawn point) and switching your loadout in a similar manner to online shooter games such as Battlefield or CoD.
You may carry a certain quantity of ammo in magazines with you at any time limited by your class. The type of magazine does not matter (hi-cap, mid-cap, lo-cap etc) simply the combined total capacity. If your magazines require reloading, this must only be carried out at certain places in the game area (e.g. an HQ, a field pack etc.) – you may carry extra magazines and ammo with you instead of leaving it at your HQ, but please stick to the rules and don’t fill up magazines anywhere else in the field.
FilmSim games are not about rattling through loads of ammo and a tactical play style is expected from everybody. Most players will be assault/rifleman class and will be limited to using semi-auto rather than full-auto (2 or 3 round burst settings may be permitted on some sites). This restriction is put in place to emphasise the more tactical nature of the scenarios and to make support guns more fearsome and actually have a purpose!
- Assault/rifleman - This is the general class which most people will be playing as. If you are not sure what class you qualify as, you're probably assault. Generally speaking you will be asked to use semi-auto or 2/3 round burst modes rather than full auto.
- Ammo limit = 600 rounds
- Acceptable weapon types - Assault/battle rifles, SMGs etc. Under-barrel grenade launcher may be equipped.
- Support gunner - The support weapon must be used in a support role in a realistic manner - no walking around firing auto from the shoulder! Suppressive fire from prone position or bipoded.
- Ammo limit = 3000 rounds
- Acceptable weapon types - LMG or MMG for example M60, M249, GPMG, PKM etc. NOT an M4 with a drum magazine!
- DMR (designated marksman rifle) - DMRs are permitted up to 1.48J (400fps with a 0.2g BB) and have a minimum engagement distance of 30m. A sidearm MUST be carried. The DMR must not be capable of selecting auto or burst fire, and must be used for placed shots only (no trigger spamming, allow your shot to impact something before a follow up shot is made).
- Ammo limit = 300 rounds
- Acceptable weapon types - DMR weapons have longer barrels, magnified optics and are usually real world calibers such as 7.62mm. It is not an m4 carbine with a heavier spring in.
- Sniper - Snipers are permitted up to 2.31J (500fps with a 0.2g BB) and have a minimum engagement distance of 30m. A sidearm MUST be carried. The rifle must be either bolt-action or semi-auto with an enforced two-second delay between trigger pulls (e.g. using a MOSFET).
- Ammo limit = 150 rounds
- Acceptable weapon types - Long barreled heavier rifle with a high powered scope.
All classes may carry a sidearm/secondary (mandatory for DMR and Sniper) with up to 75 rounds of ammo.
Ammo limits are per-class, not per-weapon. You cannot, for example, carry a sniper rifle with 150 rounds and an SMG with 600 rounds at the same time, 75 rounds for the SMG is acceptable if it is carried as a secondary instead of a pistol.
IMPORTANT: Weapons with no minimum engagement range must not use ammo heavier than 0.32g
Gameplay
Rules relating to gameplay are intended to impart a bit more realism, and role-play is highly encouraged. Bandages are used to get wounded players back into the action as quickly as possible.
- Hits - If a BB impacts you, your gun or your equipment, you are hit. Ricochets and friendly fire also count! Grenade injuries are also treated in the same manner as being shot. You must immediately fall to the ground and begin loudly calling for a team medic. Make sure that the person shooting you knows that you have taken a hit and not just dived for cover. It helps to pull one of your bandages out and start waving it around at this point too.
- Grenades/flashbangs - If it goes bang, it's a grenade, regardless of whether anything is thrown from it. FilmSim rules count grenade injuries as wounds, so you can get bandaged up - NOT immediate KIAs. Indoors - If you were inside a building or confined structure when a grenade exploded in it, you are wounded, regardless of your proximity to the grenade or being behind cover. If you can safely get out of the building (not just stepping over the doorway) then you are safe. Outdoors - If a grenade lands within 5m of you when you are outside, you are going to take a wound if it goes off no matter where you are when it goes bang. If you panic and run, just make it look epic when it blows up! No cover apart from building walls.
- Incendiary grenades - We use red or orange smoke grenades to simulate incendiary devices. Please don't use them indoors. When deploying one, be sure to shout "incendiary" so everyone know what is happening. Incendiaries are a 5m radius area denial device. No-one can go within 5m of one while it is burning, if it lands near you, just run away quickly! Don't worry where the smoke blows to - just use the grenade as a marker and keep out of the area until it has finished burning. Great tactic if you are defending an objective which the enemy is about to capture!
- Awaiting a medic - If you have a bandage available for use, you need to remain on the floor until a team-mate can patch you up - at this point you are no longer considered a combatant or immediate threat and should not be targeted. You must not pass on enemy positions while awaiting a medic. You must continue to make regular, loud calls for your team to medic you. After at least 30 seconds, you may crawl to a safer place/team-mate if you think it is worth the risk. Please make the effort to crawl as well as to keep calling for a medic - play the part! Once you start crawling, you must finish crawling - you are also now a legitimate target, and if shot after this point, you are KIA (Killed In Action) and must return to a fixed respawn point to re-enter the battle.
- Bandaging - A live team-mate must tie your bandage around your wrist to heal you. Bandaging must not be done on the move, and two hands should be used. If either player suffers a hit before bandaging is completed BOTH players are KIA and must return to a fixed respawn point to re-enter the battle. Bandaging under fire is very risky to both players!
- Moving a casualty - If you need to move a casualty somewhere safer to do the bandaging, please do not grab them or their kit and drag them around - that's how kit and people get broken! A simple hand on the wounded player's shoulder simulates your support, at which point you can both move together to a place of safety. If this contact is broken, the injured player must once again fall to the floor. As with bandaging, if either player suffers a hit then BOTH are KIA and must return to a fixed respawn point to re-enter the battle.
- Bleeding out - When you sustain a wound and have a bandage available to be used, you MUST wait for a medic rather than just getting up and wandering off to a respawn point. If you have gone off by yourself - tough luck - you shouldn't have wandered off without support! If no-one has got to you after a minimum period of two minutes, you may then call a bleed out at which point you are KIA and must return to a fixed respawn point to re-enter the battle. You are welcome to wait for a longer period if it looks like you might get rescued, but please do not bleed out faster than two minutes.
- KIA - When KIA, you have no option but to return to a fixed respawn point to re-enter the battle. The following are KIA situations:
Being wounded when you have no available bandages left.
– Bleeding out after at least two minutes.
– Being wounded while crawling for medical help.
– Being wounded while bandaging or being bandaged (both players KIA).
– Being wounded while moving a casualty or being moved (both players KIA).
– Being killed by a knife (please be quiet if this happens so as not to spoil the sneakiness!)
– If you are stuck in a corridor, doorway etc and getting shot to pieces or people are tripping over you, you may also take a voluntary instant KIA – use your common sense!
FilmSim games are very much about the spirit of the game rather than loads of rules. Every player on the field is responsible for every other player’s enjoyment of the game. If in doubt, die heroically!
The minimum player age is 12, there is no maximum!
All players are required to sign in when you arrive and you will be instructed on the basic outline of the day.
All under 18 player MUST bring a completed consent form with them on each completed by a parent or guardian.
Under 14s MUST have a responsible adult named on their consent form who will remain on site all day to take responsibility for their safety and well-being. The adult does not have to play and may remain in the safe-zone without any extra cost, the adult may be responsible for more than one young player.
Times
This is only a rough out line of the day and we may extend/shorten certain areas to make sure you get the maximum amount of trigger time possible.
We use a variety of game scenarios and missions from simple item collection to more complicated multistage missions with changing objectives and interactive props.
We design all our game scenarios with the view that you are here to play the game, not watch others play, therefore we ensure that there is always a method to get back into the game reasonably quickly after being shot.
- Activity
- Gates open
- Safety Brief
- Game on
- Lunch break
- Game on
- Time
- 08:00
- 09:30 - 10:00
- 10:00 - 12:00
- 12:00 - 13:00
- 13:00 - 15:00
Pricing
The price of our open days depends on whether you have your own equipment or need to rent from us.
Single Day
- Walk on
- Rental Package
- £28 if you book online, £30 walk on on the day.
- £58
- Walk on
- £25 if you book online, £30 walk on on the day.
- Rental Package
- £50
Weekend Ticket
- Walk on with own kit
- Weekend rental
- £40
- £85
- Walk on with own kit
- £40
- Weekend rental
- £85
Rental packages
The rental package includes the basic ticket price, a rental rifle with two magazines (holds 300 rounds) and full eye/face protection as required.
We will also included tactical vests or chest rigs were available.
Good footwear is recommended as well as clothes that you do not mind getting muddy.
We include a free bag of 1000 rounds of ammo with your rental equipment. It’s hard for us to tell you if it will last you all day because it really depends on how trigger happy you get! We sell extra bags of ammo on site at £10 for 3000 rounds, or you can choose to upgrade to the bigger bag before you start for just £5.
If you are bringing your own ammo with you but using a rental gun please let a marshal check them over to make sure they are suitable before using them.
Also if you intend to use your own eye protection and not ones that are provided in your package please let a marshal check these so we know that they are safety rated. You only get one pair of eyes and really isn’t worth the risk of using inferior eye protection.